%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: a0e5d060f45ca564cba1173332d781d0, type: 3} m_Name: Vector2 m_EditorClassIdentifier: Body: "using TARGET = {COMPONENT_FULL};\r\n\r\nnamespace Lean.Transition.Method\r\n{\r\n\t/// This component allows you to transition the {COMPONENT}'s {PROPERTY} value.\r\n\t[UnityEngine.HelpURL(LeanTransition.HelpUrlPrefix + \"Lean{TITLE}\")]\r\n\t[UnityEngine.AddComponentMenu(LeanTransition.MethodsMenuPrefix + \"{COMPONENT}/{COMPONENT}.{PROPERTY}\" + LeanTransition.MethodsMenuSuffix + \"(Lean{TITLE})\")]\r\n\tpublic class Lean{TITLE} : LeanMethodWithStateAndTarget\r\n\t{\r\n\t\tpublic override System.Type GetTargetType()\r\n\t\t{\r\n\t\t\treturn typeof(TARGET);\r\n\t\t}\r\n\r\n\t\tpublic override void Register()\r\n\t\t{\r\n\t\t\tPreviousState = Register(GetAliasedTarget(Data.Target), Data.Value, Data.Duration, Data.Ease);\r\n\t\t}\r\n\r\n\t\tpublic static LeanState Register(TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth)\r\n\t\t{\r\n\t\t\tvar state = LeanTransition.SpawnWithTarget(State.Pool, target);\r\n\r\n\t\t\tstate.Value = value;\r\n\t\t\t\r\n\t\t\tstate.Ease = ease;\r\n\r\n\t\t\treturn LeanTransition.Register(state, duration);\r\n\t\t}\r\n\r\n\t\t[System.Serializable]\r\n\t\tpublic class State : LeanStateWithTarget\r\n\t\t{\r\n\t\t\t[UnityEngine.Tooltip(\"The {PROPERTY} value will transition to this.\")]\r\n\t\t\t{FSA}{ATTRIBUTE}public UnityEngine.Vector2 Value{DEFAULT};\r\n\r\n\t\t\t[UnityEngine.Tooltip(\"This allows you to control how the transition will look.\")]\r\n\t\t\tpublic LeanEase Ease = LeanEase.Smooth;\r\n\r\n\t\t\t[System.NonSerialized] private UnityEngine.Vector2 oldValue;\r\n\r\n\t\t\tpublic override int CanFill\r\n\t\t\t{\r\n\t\t\t\tget\r\n\t\t\t\t{\r\n\t\t\t\t\treturn Target != null && Target.{PROPERTY} != Value ? 1 : 0;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tpublic override void FillWithTarget()\r\n\t\t\t{\r\n\t\t\t\tValue = Target.{PROPERTY};\r\n\t\t\t}\r\n\r\n\t\t\tpublic override void BeginWithTarget()\r\n\t\t\t{\r\n\t\t\t\toldValue = Target.{PROPERTY};\r\n\t\t\t}\r\n\r\n\t\t\tpublic override void UpdateWithTarget(float progress)\r\n\t\t\t{\r\n\t\t\t\tTarget.{PROPERTY} = UnityEngine.Vector2.LerpUnclamped(oldValue, Value, Smooth(Ease, progress));\r\n\t\t\t}\r\n\r\n\t\t\tpublic static System.Collections.Generic.Stack Pool = new System.Collections.Generic.Stack(); public override void Despawn() { Pool.Push(this); }\r\n\t\t}\r\n\r\n\t\tpublic State Data;\r\n\t}\r\n}\r\n\r\nnamespace Lean.Transition\r\n{\r\n\tpublic static partial class LeanExtensions\r\n\t{\r\n\t\tpublic static TARGET {PROPERTY}Transition(this TARGET target, UnityEngine.Vector2 value, float duration, LeanEase ease = LeanEase.Smooth)\r\n\t\t{\r\n\t\t\tMethod.Lean{TITLE}.Register(target, value, duration, ease); return target;\r\n\t\t}\r\n\t}\r\n}"